304ee8c2a7
Portal-gated rooms: new RunLifecycle.RoomExplore loot window; room+nodes persist past the last kill; PortalInteractRequest -> server-only PortalCommand advances (client derives the portal pos). RunDirectorSystem moves teardown off the InRoom edge, relocates the boss-branch/route-gate into the RoomExplore exit, and advances an empty expedition immediately (incl. a boss clear). Class-at-base via a shared ClassSwapUtil (meta-band strip + per-class MetaTierState replay, so the base RPC and the dev SetClass can't drift); ClassSelectRequest Staging-gated. Per-run PREP buffs (PrepPurchaseRequest, PrepCatalog): once-per-run == the row's prep StatModifier band is present, TotalOf-before-Withdraw atomic, stripped on Returning beside the boon band. Health.Max promoted to [GhostField] (the one ghost-hash re-bake) so the boss + floating enemy HP bars read it directly. Feel: melee cone connect-thunk (C3), hit-stop throttle so a horde wipe can't stutter (C4), Spitter cornered-hold. 456/456 EditMode; two adversarial reviews (pre-code 13-confirmed folded; post-impl clean bar the RoomExplore boss-clear dead-time, fixed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
17 lines
695 B
C#
17 lines
695 B
C#
using Unity.NetCode;
|
|
|
|
namespace ProjectM.Simulation
|
|
{
|
|
/// <summary>
|
|
/// Client → server: buy a base PREP-LOADOUT option (<see cref="PrepCatalog"/> id). Honored ONLY in Staging; the
|
|
/// server prices it from the catalog (never on the wire), does an in-loop <see cref="StorageMath.TotalOf"/>
|
|
/// pre-check BEFORE <see cref="StorageMath.Withdraw"/> (DR-014 atomicity), and appends the run-scoped
|
|
/// <see cref="StatModifier"/> once per run (gated by the prep SourceId's presence). UNCONDITIONAL wire type.
|
|
/// </summary>
|
|
public struct PrepPurchaseRequest : IRpcCommand
|
|
{
|
|
/// <summary>Prep-catalog option id.</summary>
|
|
public byte OptionId;
|
|
}
|
|
}
|